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greenstalker

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Posts posted by greenstalker

  1. 1 hour ago, Frozen Burn said:

    Welcome back!

     

    1. Your SR toggles are over-slotted and your SR Passives (Agile, Dodge, and Lucky) are under-slotted. 

     

    2. You do not have enough endurance to run all those toggles - especially early on.  Even though you didn't show what you slotted in Health and Stamina - knowing how end heavy SR is and how fast Katana is - you're going to burn through all your endurance quickly.  Then to pile on Fighting and Leadership (which you have no end reduction in), you're going to get 2 attacks in and then drop toggles.  I suggest dropping Leadership altogether - it's not needed at all.

     

    3. Drop Elude - it's a crap power.  The end crash at the end is not worth having to stop and take a blue just to re-toggle up.  I realize you may have it for a LotG carrier, but you can work 5 of those into your build with proper slotting and without using elude as a carrier.

     

    4. Use the Winter Event set IOs - they provide a LOT of defense and End Recovery (similar to Purples).  

     

    Here is a sample of a quick build I threw together for you as an example.  Lvl 49 power is a throw away - pick whatever you want there.... (Personally, I'd pick up Infiltration from Concealment Pool as my "travel power" and stealth component, work it into the build earlier, and also slot a Celerity Stealth IO into Sprint for total invis.)

     

    This Hero build was built using Mids Reborn 3.4.6
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Kat-SR: Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Sting of the Wasp

    • (A) Superior Blistering Cold - Accuracy/Damage
    • (3) Superior Blistering Cold - Damage/Endurance
    • (3) Superior Blistering Cold - Accuracy/Damage/Endurance
    • (15) Superior Blistering Cold - Accuracy/Damage/Recharge
    • (45) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
    • (46) Superior Blistering Cold - Recharge/Chance for Hold

    Level 1: Focused Fighting

    • (A) Shield Wall - Defense/Endurance
    • (9) Shield Wall - Defense/Endurance/Recharge
    • (11) Shield Wall - Defense
    • (13) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (43) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 2: Flashing Steel

    • (A) Eradication - Damage
    • (5) Eradication - Accuracy/Damage/Recharge
    • (5) Eradication - Accuracy/Recharge
    • (15) Eradication - Accuracy/Damage/Endurance/Recharge
    • (17) Cleaving Blow - Accuracy/Damage
    • (48) Cleaving Blow - Damage/Endurance

    Level 4: Gambler's Cut

    • (A) Mako's Bite - Accuracy/Damage
    • (7) Mako's Bite - Damage/Endurance
    • (7) Mako's Bite - Damage/Recharge
    • (17) Mako's Bite - Accuracy/Endurance/Recharge
    • (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (48) Mako's Bite - Chance of Damage(Lethal)

    Level 6: Focused Senses

    • (A) Reactive Defenses - Defense/Endurance
    • (9) Reactive Defenses - Defense/Endurance/RechargeTime
    • (11) Reactive Defenses - Defense
    • (13) Reactive Defenses - Scaling Resist Damage
    • (43) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 8: Divine Avalanche

    • (A) Accuracy IO

    Level 10: Practiced Brawler

    • (A) Recharge Reduction IO

    Level 12: Build Up

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 14: Agile

    • (A) Shield Wall - Defense/Endurance
    • (25) Shield Wall - Defense
    • (40) Shield Wall - Defense/Recharge
    • (42) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 16: Dodge

    • (A) Shield Wall - Defense/Endurance
    • (25) Shield Wall - Defense
    • (40) Shield Wall - Defense/Recharge
    • (42) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 18: The Lotus Drops

    • (A) Superior Avalanche - Accuracy/Damage
    • (19) Superior Avalanche - Damage/Endurance
    • (19) Superior Avalanche - Accuracy/Damage/Endurance
    • (29) Superior Avalanche - Accuracy/Damage/Recharge
    • (37) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
    • (46) Superior Avalanche - Recharge/Chance for Knockdown

    Level 20: Quickness

    • (A) Run Speed IO

    Level 22: Hasten

    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO

    Level 24: Kick

    • Hamidon Origin:Nucleolus Exposure

    Level 26: Soaring Dragon

    • (A) Superior Scrapper's Strike - Accuracy/Damage
    • (27) Superior Scrapper's Strike - Damage/Recharge
    • (27) Superior Scrapper's Strike - Accuracy/Damage/Recharge
    • (29) Superior Scrapper's Strike - Damage/Endurance/Recharge
    • (37) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
    • (45) Superior Scrapper's Strike - Recharge/Critical Hit Bonus

    Level 28: Lucky

    • (A) Shield Wall - Defense/Endurance
    • (37) Shield Wall - Defense
    • (40) Shield Wall - Defense/Recharge
    • (42) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 30: Tough

    • (A) Unbreakable Guard - Resistance
    • (31) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (31) Unbreakable Guard - Resistance/Endurance
    • (31) Unbreakable Guard - +Max HP
    • (34) Steadfast Protection - Resistance/+Def 3%
    • (43) Gladiator's Armor - TP Protection +3% Def (All)

    Level 32: Golden Dragonfly

    • (A) Superior Critical Strikes - Accuracy/Damage
    • (33) Superior Critical Strikes - Damage/RechargeTime
    • (33) Superior Critical Strikes - Accuracy/Damage/RechargeTime
    • (33) Superior Critical Strikes - Damage/Endurance/RechargeTime
    • (34) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime
    • (34) Superior Critical Strikes - RechargeTime/+50% Crit Proc

    Level 35: Evasion

    • (A) Reactive Defenses - Defense/Endurance
    • (36) Reactive Defenses - Defense/Endurance/RechargeTime
    • (36) Reactive Defenses - Defense
    • (36) Reactive Defenses - Defense/RechargeTime

    Level 38: Weave

    • (A) Reactive Defenses - Defense/Endurance
    • (39) Reactive Defenses - Defense/Endurance/RechargeTime
    • (39) Reactive Defenses - Defense
    • (39) Reactive Defenses - Defense/RechargeTime

    Level 41: Caltrops

    • (A) Bombardment - Chance for Fire Damage

    Level 44: Shuriken

    • (A) Superior Winter's Bite - Accuracy/Damage
    • (48) Superior Winter's Bite - Damage/RechargeTime
    • (50) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (50) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (50) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime

    Level 47: Combat Jumping

    • (A) Gift of the Ancients - Defense/Increased Run Speed

    Level 49: Exploding Shuriken

    • Hamidon Origin:Nucleolus Exposure

    Level 1: Critical Hit 


    Level 1: Brawl

     

     

    Kat-SR.png.a0573b1e715f7b562ebcb563db5d014b.png

     

    Not sure why mids does not post my build properly but I never had any end problem with my character not in live not back in 2019 and not today either. In +4 x8 carnies, malta sappers etc never run out of end unless I pop up elude and I only do that against AV's or EB's keeping my destiny ready to go just it was about to get down which gives me more than enough time to finish the job. Recently done a pylon dps check 2 minutes 29 seconds avarage on 5 runs no endurance problem at all.

    Let me retry to post the build here though it seems no matter what i try it does not get the incarnate pwoers which is odd I think old mids could do it at least. Ok for some reason now forum is against me too giving some sort of error when I try to post my build so there is only link

    https://www.midsreborn.com/builds/download.php?uc=1710&c=718&a=1436&f=HEX&dc=78DA6594DB4E53411486FF1EA0B6B4D45A6A39172A8742B5501313351A8D222850442A5E78835B3A4093069AB624F00E820A442FBC55C46B9FC05B057D061F4040BD348AAB7BEDA5D3B2939D7CB3FE997FAD3D6BCFA45686BC7BBBE3D761ABBF99338AC599F46CC1C8E755C1356194960B460EF478470A4A2D164B856C86040A8464D64C4AE5944A8C192563D188FC8B0EA9399AAF12E9E5F2684ACDE5D48A2AC23FB9B4944B8C2B836C8A0BD9BCC71CA7F34A657C260E67E7174AD9C5F93A1EE5CAC3C0AD7C7636716329B33A93328A2555586DA40ABAE95D2B97F2FF39AA01941348BAE14186C18B5981C70CF530041E31A4CA36B60A9B9F0E533983EF0C5D38143810D867E8C10F867597EE4236367C61E5243E09EC329CC29EC04786067C6608908D43AB060E846CA61225A546576A1007BB90E2D21597287652DC5A513438A2074F295EA77F731DDED9AD4276184EE3ADC0364323DE08BC6608928D4F4FECC32B52826E3849F1EB09FC18E30FECC728C3590C0B8C08DC6638873B0C0EB209E83601F4D1B0D78D3E74099CE7B97D484A8630496D65B8C05BB7413641BD37417CE5B9CDF865B7001C69C56FBB057F18DA71C430413621BD9A10EA6DD65FE017F030F49AFB6B8257C0C770976CC2FAAE85A5C59BA434E97536E103EF673B7AA4983843077A056202FD0C9364D3A2276891FFE11E296DBAD226A9B74889E8A923B8C61BD289AB760B2E0A5CB25B07E4B2C0158634AD89EA09A2927A8A1274EB4A37B5D954B67D404C539C31BCB45BFFC186C02643125B022FAC8CE41BD77DE3F249F74949E8BE0969CE80F464407A32200D4C4A4BA769F5A07E7406C537E2ACBC308E5A9D95179119A453365E35915E87D52167E565410373C537CFB115D626ED1F5762AC1C5429643DCA47A3169DDCC213E8107860B36EC8698643CFB1DBCFDA7C3BD6049E3038B12EF08CA116CF19C6E87825F53D696EA80A8C84AB020F435581F7D51E3BD1AAC05FCE51CFC4

  2. Ah the build does not really represents when i took which power at that level. This character was on shelf since 2019 and I don't remember what I took when I took. I just slapped them all together while looking at the in-game screen. I remember though getting SR powers as soon as they become available maybe except elude.

    For tactics vs buildup I run solo as much as teamplay (though honestly more solo for now I might need to switch servers to get more teamplay) with this character and I really prefer to have buildup just before my big hitter which is goldendragonfly in this case.

    For the build I tried to max damage i suppose quiet honestly i was playing this character since the game was live but the build then had some changes in it and I lost the original mids file during the time between live and homecoming. I tried to recreate him from an old scrapper forum post which was not the latest version of him from official website in 2019 and added new things to it. For some reason the data chunk didn't copy the incarnate powers either but I have the Muscularate core paragon and degenerative radial flawless interface along with assault core embodiment.

    I vaguely remember putting kismet at some point in build and not being impressed by it but it was a long time ago.

  3. After a long hiatus I decided to get back to game. This is my character from 2019 I think not sure he was in this state. There are a couple of changes like some IO's being different (as in made to change with my level and some of them are not 50+5 but most are) 

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut

    • (A) Superior Critical Strikes - RechargeTime/+50% Crit Proc
    • (11) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime
    • (13) Superior Critical Strikes - Damage/Endurance/RechargeTime
    • (13) Superior Critical Strikes - Accuracy/Damage/RechargeTime
    • (15) Superior Critical Strikes - Damage/RechargeTime
    • (15) Superior Critical Strikes - Accuracy/Damage

    Level 1: Focused Fighting

    • (A) Reactive Defenses - Scaling Resist Damage
    • (36) Reactive Defenses - Defense/RechargeTime
    • (37) Reactive Defenses - Endurance/RechargeTime
    • (37) Reactive Defenses - Defense/Endurance
    • (37) Reactive Defenses - Defense
    • (39) Reactive Defenses - Defense/Endurance/RechargeTime

    Level 2: Flashing Steel

    • (A) Superior Scrapper's Strike - Recharge/Critical Hit Bonus
    • (17) Superior Scrapper's Strike - Damage/Recharge
    • (17) Superior Scrapper's Strike - Accuracy/Damage/Recharge
    • (19) Superior Scrapper's Strike - Damage/Endurance/Recharge
    • (19) Superior Scrapper's Strike - Accuracy/Damage
    • (21) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge

    Level 4: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 6: Hasten

    • (A) Recharge Reduction IO

    Level 8: Assault

    • (A) Recharge Reduction IO

    Level 10: Kick

    • (A) Empty

    Level 12: Build Up

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (23) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff

    Level 14: Tactics

    • (A) Rectified Reticle - To Hit Buff

    Level 16: Weave

    • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (43) Shield Wall - Defense
    • (45) Shield Wall - Defense/Endurance
    • (45) Shield Wall - Defense/Recharge
    • (45) Shield Wall - Endurance/Recharge
    • (46) Shield Wall - Defense/Endurance/Recharge

    Level 18: Tough

    • (A) Impervium Armor - Psionic Resistance
    • (42) Impervium Armor - Resistance/Endurance
    • (42) Gladiator's Armor - TP Protection +3% Def (All)
    • (42) Gladiator's Armor - End/Resist
    • (43) Steadfast Protection - Resistance/+Def 3%
    • (43) Aegis - Psionic/Status Resistance

    Level 20: The Lotus Drops

    • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
    • (27) Obliteration - Damage
    • (27) Obliteration - Chance for Smashing Damage
    • (29) Obliteration - Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Endurance/Recharge

    Level 22: Focused Senses

    • (A) Red Fortune - Defense
    • (39) Red Fortune - Endurance
    • (39) Red Fortune - Defense/Endurance
    • (40) Red Fortune - Defense/Recharge
    • (40) Red Fortune - Endurance/Recharge
    • (40) Red Fortune - Defense/Endurance/Recharge

    Level 24: Agile

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 26: Soaring Dragon

    • (A) Achilles' Heel - Chance for Res Debuff
    • (31) Hecatomb - Damage
    • (31) Hecatomb - Chance of Damage(Negative)
    • (33) Hecatomb - Damage/Recharge
    • (33) Hecatomb - Damage/Recharge/Accuracy
    • (33) Hecatomb - Damage/Endurance

    Level 28: Practiced Brawler

    • (A) Recharge Reduction IO

    Level 30: Dodge

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 32: Golden Dragonfly

    • (A) Fury of the Gladiator - Chance for Res Debuff
    • (34) Armageddon - Chance for Fire Damage
    • (34) Armageddon - Damage
    • (34) Armageddon - Damage/Recharge
    • (36) Armageddon - Damage/Recharge/Accuracy
    • (36) Armageddon - Damage/Endurance

    Level 35: Conserve Power

    • (A) Recharge Reduction IO

    Level 38: Quickness

    • (A) Run Speed IO

    Level 41: Physical Perfection

    • (A) Performance Shifter - Chance for +End
    • (46) Performance Shifter - EndMod
    • (46) Performance Shifter - EndMod/Recharge
    • (50) Performance Shifter - EndMod/Accuracy/Recharge
    • (50) Performance Shifter - EndMod/Accuracy

    Level 44: Lucky

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 47: Evasion

    • (A) Red Fortune - Defense/Endurance
    • (48) Red Fortune - Endurance/Recharge
    • (48) Red Fortune - Defense/Endurance/Recharge
    • (48) Red Fortune - Endurance
    • (50) Red Fortune - Defense

    Level 49: Elude

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 1: Critical Hit 


    Level 1: Brawl
  4. This is a slightly modified version of Kaledin's TW/Bio build.  Softcaps Smash/Lethal, and puts out solid resists to most categories, along with very high damage out.  Its what I'm building towards on live.

     

    I dont see a good way to hit softcap S/L/E/N/F/C as well as 75% Smash/Lethal Resist.  If you wanted to pursue more defense, Id go after Energy/Negative next - Ive got a Bio Brute at 50, and the pain doesnt come from S/L, it comes from Energy.

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Scrapper

    Primary Power Set: Titan Weapons

    Secondary Power Set: Bio Armor

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Speed

    Power Pool: Leadership

    Ancillary Pool: Leviathan Mastery

     

    Hero Profile:

    Level 1: Crushing Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5), OvrFrc-Acc/Dmg/End/Rech(5), AchHee-ResDeb%(7)

    Level 1: Hardened Carapace -- GldArm-3defTpProc(A), UnbGrd-Max HP%(7), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(11)

    Level 2: Inexhaustible -- PrfShf-End%(A)

    Level 4: Environmental Modification -- LucoftheG-Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(13)

    Level 6: Follow Through -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(15), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(17), Hct-Dam%(17), TchofDth-Dam%(19)

    Level 8: Build Momentum -- GssSynFr--Build%(A), RctRtc-ToHit(19), RctRtc-ToHit/Rchg(21)

    Level 10: Adaptation

    Level 12: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(23)

    Level 14: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam(25), RctArm-ResDam/EndRdx(25), RctArm-ResDam/EndRdx/Rchg(27), RctArm-EndRdx(27)

    Level 16: Ablative Carapace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(29), Pnc-Heal/Rchg(29), Pnc-Heal/EndRedux/Rchg(31), Pnc-Heal(31)

    Level 18: Rend Armor -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/Rchg(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), AchHee-ResDeb%(34)

    Level 20: Evolving Armor -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(34), RctArm-ResDam/EndRdx/Rchg(34), RctArm-ResDam/Rchg(36)

    Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(36)

    Level 24: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(36)

    Level 26: Whirling Smash -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(39), FrcFdb-Rechg%(39)

    Level 28: DNA Siphon -- SprScrStr-Dmg/Rchg(A), SprScrStr-Acc/Dmg/Rchg(39), SprScrStr-Rchg/+Crit(40), Heal-I(40), Heal-I(40)

    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)

    Level 32: Arc of Destruction -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(42), SprCrtStr-Acc/Dmg/Rchg(42), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg(43), SprCrtStr-Rchg/+50% Crit(43)

    Level 35: Genetic Contamination -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(45), SprScrStr-Acc/Dmg/EndRdx/Rchg(45)

    Level 38: Parasitic Aura -- Prv-Heal(A), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(46), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(48)

    Level 41: Water Spout -- Ann-ResDeb%(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(50), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50)

    Level 44: Super Jump -- Jump-I(A)

    Level 47: Maneuvers -- LucoftheG-Rchg+(A)

    Level 49: Defensive Sweep -- LucoftheG-Rchg+(A)

    Level 1: Brawl -- Empty(A)

    Level 1: Critical Hit

    Level 1: Prestige Power Dash -- Empty(A)

    Level 1: Prestige Power Slide -- Empty(A)

    Level 1: Prestige Power Quick -- Empty(A)

    Level 1: Prestige Power Rush -- Empty(A)

    Level 1: Prestige Power Surge -- Empty(A)

    Level 1: Sprint -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A)

    Level 1: Momentum

    Level 10: Defensive Adaptation

    Level 10: Efficient Adaptation

    Level 10: Offensive Adaptation

    Level 50: Assault Radial Embodiment

    Level 50: Ageless Core Epiphany

    Level 50: Reactive Radial Flawless Interface

    Level 50: Ion Core Final Judgement

    Level 50: Cimeroran Core Superior Ally

    Level 50: Musculature Core Paragon

    ------------

     

    Hmm it does not have perma hasten although there is only 5 second offset so that might be that big issue however bigger issue for me is this build does not have titan sweep and that is very important part of my attack chain that I can't just let go off. I will try to find some way to work it out though i at least want to get %50 def for smash and lethal since this set does not have defensive debuff resist. Also, I don't plan to use a ranged attack because it will be switching out the weapon and quite frankly slotting a purple set into a power that I am not going to use does not sit well with me.

  5. I had this one back in live when both sets came out and I was really enjoying leveing it up but I didn't have much time with it.

     

    What I am asking for is can I soft cap defense this combo also can I hard cap resist it and how can I achieve either or both goals without losing recharge speed.

     

    Here is what I did so far but I am stuck in place after I came up with this I am open to complete overhaul as long as I can someone get the overwhelm prco along weith two ato procs. As it can be seen in here I don't mind getting purple or pvp sets as long as it can keep recharge speed. I am also open for incarnate suggestions though I feel like muscularate along with assault are must with titan.

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Natural Scrapper

    Primary Power Set: Titan Weapons

    Secondary Power Set: Bio Armor

    Power Pool: Concealment

    Power Pool: Leaping

    Power Pool: Speed

    Power Pool: Flight

    Ancillary Pool: Body Mastery

     

    Hero Profile:

    Level 1: Defensive Sweep -- Rct-ResDam%:50(A), Rct-Def/EndRdx/Rchg:50(3), Rct-Def/Rchg:50(3), Rct-EndRdx/Rchg:50(5), Rct-Def/EndRdx:50(5), Rct-Def:50(7)

    Level 1: Hardened Carapace -- StdPrt-ResDam/Def+:30(A), ImpSki-Status:30(7), ImpArm-ResPsi:40(13), Ags-Psi/Status:50(15), UnbGrd-Max HP%:50(15), ImpSki-ResDam/EndRdx:30(17)

    Level 2: Inexhaustible -- PrfShf-End%:50(A), Pnc-Heal/+End:50(25), Pnc-Heal/EndRedux:50(46), Pnc-EndRdx/Rchg:50(46), Pnc-Heal/Rchg:50(48), Pnc-Heal:50(48)

    Level 4: Environmental Modification -- LucoftheG-Rchg+:50(A)

    Level 6: Follow Through -- AbsAmz-ToHitDeb%:50(A), AbsAmz-Stun:50(17), AbsAmz-Stun/Rchg:50(19), AbsAmz-Acc/Stun/Rchg:50(19), AbsAmz-Acc/Rchg:50(27), AbsAmz-EndRdx/Stun:50(27)

    Level 8: Build Momentum -- GssSynFr--Build%:50(A), GssSynFr--ToHit/EndRdx:50(9), GssSynFr--Rchg/EndRdx:50(9), GssSynFr--ToHit/Rchg/EndRdx:50(11), GssSynFr--ToHit/Rchg:50(11), GssSynFr--ToHit:50(13)

    Level 10: Adaptation

    Level 12: Titan Sweep -- SprCrtStr-Rchg/+50% Crit:50(A), SprCrtStr-Acc/Dmg/EndRdx/Rchg:50(37), SprCrtStr-Dmg/EndRdx/Rchg:50(37), SprCrtStr-Acc/Dmg/Rchg:50(39), SprCrtStr-Dmg/Rchg:50(39), SprCrtStr-Acc/Dmg:50(39)

    Level 14: Stealth -- LucoftheG-Rchg+:50(A)

    Level 16: Ablative Carapace -- Prv-Absorb%:50(A), Prv-Heal/Rchg:50(42), Prv-EndRdx/Rchg:50(43), Prv-Heal/EndRdx:50(43), Prv-Heal:50(43), Prv-Heal/Rchg/EndRdx:50(45)

    Level 18: Rend Armor -- Hct-Dam%:50(A), Hct-Dmg/EndRdx:50(29), Hct-Dmg:50(29), Hct-Dmg/Rchg:50(31), Hct-Acc/Dmg/Rchg:50(31), AchHee-ResDeb%:20(31)

    Level 20: Evolving Armor -- GldArm-RechRes:50(A), GldArm-ResDam:50(21), GldArm-Res/Rech/End:50(21), GldArm-End/Res:50(23), GldArm-3defTpProc:50(23), GldArm-RechEnd:50(25)

    Level 22: Combat Jumping -- LucoftheG-Rchg+:50(A)

    Level 24: Invisibility -- LucoftheG-Rchg+:50(A)

    Level 26: Whirling Smash -- Arm-Dam%:50(A), Arm-Dmg/EndRdx:50(33), Arm-Dmg:50(33), Arm-Dmg/Rchg:50(33), Arm-Acc/Dmg/Rchg:50(34), FuroftheG-ResDeb%:50(34)

    Level 28: DNA Siphon -- PrfShf-End%:50(A), Empty(45)

    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(50)

    Level 32: Arc of Destruction -- OvrFrc-Acc/Dmg:50(A), OvrFrc-End/Rech:50(34), OvrFrc-Acc/Dmg/End:50(36), OvrFrc-Acc/Dmg/End/Rech:50(36), OvrFrc-Dmg/End/Rech:50(36), OvrFrc-Dam/KB:50(37)

    Level 35: Genetic Contamination -- SprScrStr-Rchg/+Crit:50(A), SprScrStr-Acc/Dmg:50(40), SprScrStr-Dmg/Rchg:50(40), SprScrStr-Acc/Dmg/Rchg:50(40), SprScrStr-Dmg/EndRdx/Rchg:50(42), SprScrStr-Acc/Dmg/EndRdx/Rchg:50(42)

    Level 38: Parasitic Aura -- PrfShf-End%:50(A), Empty(45)

    Level 41: Conserve Power -- RechRdx-I:50(A)

    Level 44: Physical Perfection -- PrfShf-End%:50(A), Empty(46)

    Level 47: Hover -- LucoftheG-Rchg+:50(A)

    Level 49: Fly -- Empty(A)

    Level 1: Brawl -- Empty(A)

    Level 1: Critical Hit

    Level 1: Prestige Power Dash -- Empty(A)

    Level 1: Prestige Power Slide -- Empty(A)

    Level 1: Prestige Power Quick -- Empty(A)

    Level 1: Prestige Power Rush -- Empty(A)

    Level 1: Prestige Power Surge -- Empty(A)

    Level 1: Sprint -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- NmnCnv-Regen/Rcvry+:50(A), Mrc-Rcvry+:40(50), RgnTss-Regen+:30(50)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%:50(A)

    Level 1: Momentum

    Level 10: Defensive Adaptation

    Level 10: Efficient Adaptation

    Level 10: Offensive Adaptation

    ------------

     

     

     

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  6. the main change was getting travel powers at level 4/6, and/or access to ninja run

     

    hollows was hard/"dangerous" back in the day because the only way to get across it for most players was to either sprint your way across, or hope for the beneficence of a taxibot.

     

    It was a fun time back in the day but I did it the other day on an alt for nostalgia, and aside from the frostfire mission it's pretty dull.

     

    Actually among hazard zones Hollows was the one that changed most. First they dropped the size of mob to half or 1/4th of its original they also lowered the levels of mobs by at least 3 or 4 near the gate lastly they added a hospital in the zone so you wouldn't need to run from Atlas one. They removed spelunker badge (or atlas medallion I only remember it was required to get atlas medallion and it was somewhat connected to spelunker) requirement of trial of trancedence which can only be done if you did all of hollows story arcs and I think ouroboros was released at same time as those changes so before that your only option was doing trial with someone who already unlocked it.

  7. Didn't read whole thread so not sure if this was mentioned.

     

    Maybe because it was EU server or not but in defiant I only saw one or two pure heal empaths defenders and they did that for the concept. Most teams would look for am empath defender and most TF's wouldn't start without one Mind you this was around i5 or i6 back than some TF's would take 4 hours (mind you this was done by toons at the level of tf not with a whole part of 50's with full slots but with toons with either TO or DO in half slotted powers) or so to complete some SG's even put long ones like posi or synapse on hold after 2 hours to play it a day or two later with a scheduled program. I remember in our guild we would make a new toons and level up as a team usually 6 or 8 people would join and stay in team until at least hollows would be done, saturday 6 pm to 10 pm was reserved to playing those characters. In those teams even a pure heal empath would be accepted as long as there was one.

  8. Old Hollows was less frustrating for me for two reasons first one was I was SR so unless something was lucky they would not hit me while i was running in the zone having prestige slide helped alot and I think i hit 14 in Hollows when I took super speed which made mobs in there almost impossible to stop my progress. When I tried to do zone with another toon however lets say debt was high enough for me to quit playing said toon until dayjobs were introduced.

  9. I grabbed it on my WS late in the build for kicks and giggles, but I’ve found it interesting to use. The build has perma-hasten already, but I can snag a fourth pet from it. And that’s actually kinda all I need it for. Occasionally I can use it to refresh my med pool Rez on a team wipe, or if I go down, I can Rez and use it to refresh eclipse, mire, and my Rez. Rare events, sure, but they can help turn the tide of a TPK. Sometimes.

     

    Try doing double mire double quasar (I did it back in live my WS is not at that point yet)

  10. Unfortunately we don’t have an off-topic forum, so this topic has to go here. Anyway, I am by no means an anime person, but my friends kept bugging me about this show. Once I realized it was literally City of Heroes: The Anime, I was hooked pretty much immediately. All-Might definitely got a lucky blue inspiration drop in the second episode, and that super industrial area they have for one of their training grounds is Terra Volta, you can’t convince me otherwise.

     

    I'm a big Anime guy & I totally agree that that hero communities of MHA & even more so One Punch Man are like COH as anime so if you like mHA i suggest checking out One Punch Man as well!

     

    I have seen One Punch Man, and I like it too, but it's very tongue-in-cheek. Two of the top-ranked heroes are a guy with a baseball bat and a guy who literally never does anything but somehow gets the credit, for example, and they're up there with a girl who can crush a kaiju with her psychic powers. My Hero Academia treats its story seriously, much like CoH does.

     

    That is becuase One Punch Man is not started as a shounen focused series it started as a gag comedy which somewhat became more accomplished as a shounen much like Gintama (still keeps comedy as its base but its shounen approach is what makes it sell) and Dragon Ball (DB became full shonen in halfway DB and DBZ started as fully shounen)

  11. I want to create some ticket runs for a mid 30's spine/bio scrapper probably solo at 0/+4 or +1/4, possibly /6.

     

    I'd like to put together the following:

     

    Long single level map with high spawn density so I can pull 2 spawns to corners.

     

    Could someone suggest a particular map and objective setup?

     

    Minion types:

     

    I'm still a little confused about how the level system works. Say I put in a bunch of enraged miners and warriors...That's going to cap my toons level at whatever the highest level for the miners are right, locking out any powers above that level but keeping the enhancement bonus for slots that are allocated above that level?

     

    If I add custom LT's or Bosses, there is NO reward for them right? Who's the best choice of LT/Boss to include in the custom group for my toon?

     

    Any advice at all would be welcome, especially mob type and how to maximize foe density. I do not want to grind against LTs and/bosses, I want to churn minions. I'm avoiding them except as an objective or possibly part of spawns.

     

    Muito Obrigado.

     

    IIRC there is a cap for tickets per map so putting more mob won't do you any good other than XP but it will be a waste of time if your intention is getting tickets. This is also why people don't put much ambush or rebirth mob. The reward for clearing map is also depends on how many ticket you got in the map and how fast you finished it (faster is worse iirc)

     

  12. Bill, I can give you the actual recharge % for the claws rotation of FU - Slash - Focus - Shockwave:

     

    The big one is shockwave (needing 206% recharge total to achieve "gapless", so say 90% recharge slotting + 116% from global sources including hasten). Others can actually run with a bit less than that. Realistically, having say 200% recharge only adds approx .08s delay for future shockwaves, so claws has a very modest level of recharge required for that rotation.

     

    After that, you're mostly adding recharge to boost availability of utility skills (and/or skills like water spout) + decrease cooldown of hasten.

     

    Hasten requires %275 total recharge to be perma. it adds %70 itself and with %90 in it the global drops down to %115 ironic enough if you get enough recharge to get perma hasten you won't be needing hasten.

  13. That depends on your set. Due to changes made in i23 procs have different chances depending on powers they are put in. If you put critical chance proc in a slow power it triggers more per use of that power if you put it in a fast one it triggers less per use. Which is why sets like titan weapon or broad sword gets more buck fron proc. The chances depends on base recharge so if you xan getalot of recharge bonus it helps alot

  14. Sting of the Wasp has a 5s base recharge. If it had a 10s recharge, but kept the DPA/stats it has, in "theory" it'd have a higher chance to proc attacks but it'd be an awful move with that amount of recharge.

     

    Gambler's cut is still the way to go for filler.

     

    Back in live, I tested GC a lot to see if each attack in it would have a chance to trigger a proc and it had. I remember seeing first attack of GC triggering Achille's heel proc resulting the second hit having more damage however critical hit for the attack triggered only once still sometimes it would add damage after the second attack instead of first one so GC literally double checks for trigger but won't trigger twice or it was that way back in live.

  15. Lucky you if you got incarnate threads but game still thinks you are vet level 1 that means you can get threads a second time when you level to vet level 2. Mind you you don't get incarnate threads after level 12 so having an extra set of 120 threads is golden.

  16. I checked old mids for numbers apperantly this entry was in it for reactive core flawless interface.

     

    5 x 13.39 fire damage to self over 4.3 seconds (%75 chance, cancelonmiss, requires tohit checks)

     

    What does this means it can stack up to 5 times and each stack does 13.39 damage considering fire resist is one of common ones i think 12 damage per tick is accurate however it should happen 5 times in a tick if you manage to stack it up.

  17. So I made all of the changes you recommended, and...well I stopped keeping track of my times after about attempt 10 (using degenerative, making the EXACT changes to my attack slotting as you recommended, using build up and changing my opener, all compared to my original).

     

    I was not impressed; the times did not improve by any substantial margin (even with enough recharge to run the chain gapless and now being under s/l softcap, but I tested for the sake of verifying your claim). My single best time with this new set-up was 1:53 after 10 attempts; at best it pretty much matched what I had tested prior; I had pretty similar times compared to my original set-up.

     

    Also, respectfully, please, please video yourself when you get a sub-1 minute time with a katana/SR scrapper (even with the hybrid) and then post it, along with the build; I'm assuming this is with a softcapped-to-all PvE build or was this with a specialized pylon build? Because that would mean you did in excess of 770DPS (which even a hybrid toggle TW/Bio ideally-built scrapper would have to push really hard to reach).

     

    It was worth trying your recommendations, and one thing I did learn was that the katana rotation is pretty efficient (and could be sustained without ageless if I changed a few things around). That was at least a good experience.

     

    That sub 1 min was wrong on my part I am katana SR and my times were at the 3 min mark when it was live granted there was no bio armor when i made the toon. It was an under 2 minute for me that was out of chart but I got lots of critical hit from the proc it was during i23 or i24 beta. I might even had amplfier to test the damage boost. One thing though I heard currently all interface DoT's are underperforming so it might have some relation to that.

  18. It's definitely NOT a case of "bosses are broken in MA."  It's actually only one power (and, to your credit, you did mention that power) in (as near as I can tell) one set.

     

    It's Savage Leap.  Although it says it is typed lethal and AoE, it totally ignores one or both types of defense.  I have no idea if that is just the version ported into MA, or if the actual player version of the power has that little bug as well.

     

    Literally every other attack power the mobs had possessed exactly the to hit chance I would have expected based on enemy rank and level relative to me.  I didn't even see one that was unexpected (in fact, it was pretty clear only the bosses had Blood Frenzy).  Savage leap was the only power that ignored defense.  All of the other powers were affected normally by defense.

     

    So there's your answer.  The Savage Leap power is missing its lethal and AoE tag.

     

    What I don't know:

     

    1.  Whether or not that is WAI.  Savage leap may be intended to behave that way because it is a teleport attack.  I doubt it, but I don't presume to know (didn't design the set, after all).

    2.  If it is just the MA version, or if the player version has the same behavior (generally players don't notice when 'things go right' - just when 'they go wrong').  So it may have literally never occurred to a single player that Savage leap was not supposed to be hitting 95% of the time.  They might very well just be leaping in, seeing the damage numbers fly, and think "cool" and NOT "wait, should that have actually hit ALL of the +4 Rikti drones I was aiming at?"  So it may not even have been reported.

     

    I was doing both maps before and this was not the case before so whatever happened it should be in last couple of days but it seems the power itself got bugged since comiccon has different power sets i guess there might be mobs in that one that has savage leap as well. Anyway I might report this if it continues to happen but i need to check update notes to see if it was an intended change first.

  19. That suggests the bosses then must have some sort of amazing self buffing abilities.  I'm inclined to think if the combat monitor showed you basically softcapped defense and hardcapped resistance, then the only way to get 95% to hit and 700+ damage is if the bosses were running some spectacular +ToHit and +Damage buffs (well, above what the purple patch gives them, which is already pretty substantial).

     

    If you were running x8/+4, then if whatever was buffing them was AoE, you could easily have had a whole lot of them stacking.

     

    *Why* whoever wrote the arc would set them up that way is beyond me.  Unless they intended it as a challenge or something.

     

    But both my experience and yours seems to suggest that it was just that set of bosses (which, again, implies it's those bosses and likely a design decision by the author and not a bug), not all bosses in all MA being bugged.

     

    When I posted this I tried two farms I talked about and both of them had this problem so I assumed it was something wrong with in general I tried fire farm after I posted things here. However considering I am SR it means whatever buff they are getting is enough to hit pretty much anyone in the game kinda beats the purpose of a farm map.

  20. I don't really know the details of those bosses, but a few observations:

     

    A boss would normally only have a 65% base chance to hit.  If the power has a 95% chance to hit, your actual defense (purples plus powers) must have been debuffed into the toilet!  OR the mob has a massive to hit boost.  (In other words, it sounds like it isn't so much that "bosses are broken" as "this boss has been giving some serious buff or debuff powers that it is using on you").

     

    Hitting for more than 700+ damage sort of suggests a similar scenario.  Not only is your damage resistance debuffed enough to cancel the effect of the oranges, it's probably in the negative values (even taking into account that damage resistance debuffing would start at 25% strength at your damage cap, if enough has been applied to you, it WILL cancel all your resistance out and start putting it into negative numbers).

     

    What you need is to actually open your combat monitor and then watch your defense and damage resistance numbers as you try to fight these bosses.  It should (in real time) give you a list of what is buffing and debuffing your stats.

     

    If you see a huge list of debuffs starting to stack onto you, that's what's going on.  If not, then it means *they* probably have some pretty serious buffs they are applying to each other...

     

    For what it's worth, both of my published arcs are using both normal and custom mobs of every rank up to and including bosses.  I always run with key values being tracked on my character's combat monitor - and I can report nothing out of the ordinary when I'm fighting bosses in MA.  At least in my arcs.

     

    So I don't think "bosses are broken in MA."  I think *these* bosses have set to do something to you.  Something very, very bad.

    I forgot to mention but I am super reflexes there is no way a defense debuff stack up on my character to bring it down for a %95 hit and my combat monitor was open whole time I never saw my resist drop from blue to green yet alone to 0.

     

    However this only happened two different sl farm(lunchbox and comiccon). When I tried a fire farm with same toon the numbers were normal. However I was doing both farm before I just switched to an alt to bring it to 50 for  4 or 5 days whatever happened during that time made this situation.

  21. Beta Server (Justin)

     

    Katana/Bio Armor Scrapper

     

    T4 Musculature Core Paragon

    T4 Reactive Radial Flawless Interface

    T4 Ageless Core Epiphany

    T4 Assault Radial Embodiment (I did not use the clicky/toggle on any tests; just the passive damage bonus)

     

    Offensive Adaptation

    No outside buffs, no recovery serum, no inspirations. Strictly just what my character has.

     

    It's hump day, which means more pylon testing! This time, I'd like to test out another underrated set (but not as much as War Mace); it's Katana time!

     

    Numerically, other sets have higher DPA, per similar time interval(s), chains than katana does. It also uses the slightly inferior lethal-typing of damage. BUT, it can also slot in both the fury of the gladiator -res, and Achilles Heel -res, procs. That means it has the potential for some serious sustained DPS, but how much you might wonder?

     

    As always, the build used a pretty standard template similar to my other /bio scrappers, oriented towards general PvE (e.g. softcapped s/l defenses).

     

    How I started every attempt: Hasten + Ageless (prepull stage) - Begin timer as soon as I hit Build-Up.

     

    Attempts with following rotation: Golden Dragonfly - Gambler's Cut - Soaring Dragon - Gambler's Cut - repeat (Another 3 button rotation, but you have to weave! Oooooh!)

     

    2:01 = 449.7

    2:16 = 414.75

    2:06 = 437.13

    1:56 = 463.36

    1:54 = 469.16

    2:00 = 452.34

    1:56 = 463.36

    1:58 = 457.76

     

    Rather impressive! This is definitely a reflection of both katana's strong ST chain, as well as the power of having 2 different types of -res procs in said chain. There aren't too many sets for scrapper (but there are maybe a few!) that can beat it for ST damage, and it has passable AOE as well. The damage typing is still a bit of a bummer, but overall a very good set and showing!

     

    Gooo...Gambler's Cut?

     

    My suggestion for you as a katana user. First move -res procs to golden dragonfly and soaring dragon and put critical strikes proc into gamblers cut. There is a visible increase in damage since GC is before both GD and SD in chain. Another thing degenerative radial flawless is better when facing EB AV Monster, GM and pylons than reactive and with fast attack speed of katan you can keep stacked up on pylon the HP reduction debuff constantly. The hybrid toggle also changes dps drastically because of fast attack chain. My live time best was under 1 min. (I am SR so most of time didn't need to use a destiny or occasionally use barrier before i start bashing because of resist)

     

    There is power analyser sold in p2w you can check effectiveness of your interface with it on pylon.

     

    One last thing with enough recharge speed the attack chain can be reduced to SD-GC-GD but because of placement of procs this attack chain produces less damage than proper SD-GC-GD-GC. Oh and start with SD or GC since they will both drop defense if they hit and their proc will trigger if you are lucky which will increase GD's damage compared to starting with GD alone. It is also better using build up (which should have gaussian build up proc it triggers %90 of the times) right before GD but after using GC reason is GC's animation is short and it can trigger critical strike which adds to double build up turning it into a quadruple.

    • Thanks 1
  22. I was trying to do lunchbox s/s farm today with +4 x8 with bosses and for some reason, all bosses in the map had one or two attacks that ignored my defense and resist. I was popping oranges to get %75 resist hardcap (scrapper) and I already have more than %50 defense on my aoe, melee and ranged despite that when i checked the combat log most of bosses had entries like these

     

    Puddin' Moms HITS you! Savage Leap AoE power had a 95.00% chance to hit and rolled a 91.97.

    Puddin' Moms causes you to bleed for 18.64 points of lethal damage.

    Puddin' Moms slashes at your with their Savage Leap AoE for 763.76 points of Lethal damage.

     

    These were happening alot too like 5 or 6 of them happening consecutively while I had hard cap resist and softcap defense.

  23. Didn't read the rest of posts but AFAIK market matches highest bidder with lowest seller so even if you put things at same price tag is even one person puts things 1 inf lower theirs sold first. Which is why you might see 500001 or 5100002 sale history for items since some sellers put it that way and some sellers are picky about it enough to find the point of break.

  24. This happened to me more than couple of times but sometimes the find button shows a totally wrong history like some 777 and 150's for lotg +recharge for a second than pressing it again corrects but if i press again it shows the broken record again etc.

  25. Someone mentioned something about people getting their build complete might get bored earlier in the thread. This game is one of the first ones that terms like altist and altism created. There are very few people who keep playing the same toon in this game so as long as altists are majority market won't be saturated. Besides like someone mentioned lowest and highest limits for certain things are set thanks to they are available in merit vendor. Like a converter will never go up more than 333.333 since with 1 merit you can buy 3 and merit has an option for buying at 1 million. Vendors buy recipes and salvages at certain prices. For recipes in AH having lower costs is because of people being lazy but salvages hardly drops under their vendor sell point since you get more salvages than recipes so the loss will be greater.

     

    As someone who lacks the luck to play the conversion game (i tired it and lost 5 million in a night because converters stuck in switching between two useless enhancements) and the patience for waiting for my stuff being sold (I need that lotg now not tomorrow morning so this needs to be sold now :P ) market play won't be an option for me for the foreseeable future.

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